Norwegian youth face rising gambling risks from gaming

Norwegian youth face rising gambling risks from gaming

A recent national study conducted in Norway has revealed concerning connections between computer gaming and the development of gambling-related problems among young people. The research, carried out by Spillforsk at the University of Bergen under the leadership of Professor Ståle Pallesen, provides significant insight into how modern gaming practices, particularly loot box purchases and skin betting, are influencing youth behavior and increasing the risk of gambling harm.

The study specifically targeted Norwegian adolescents aged 12 to 17, surveying approximately 9,000 individuals in 2025. This comprehensive research highlights both the prevalence of gaming activities that resemble gambling and the associated risks, offering critical information for policymakers, parents, and educators.

The prevalence of gaming-related gambling activities

According to the study, participation in gaming-related gambling activities is widespread among Norwegian youth. Key statistics from the research indicate that:

  • 27.7% of respondents had purchased loot boxes in the previous year.
  • 29.4% had purchased skins, virtual items used in games to customize characters or gameplay experiences.
  • 15.5% had engaged in skin betting, a practice where players wager these digital items on the outcomes of games.

These activities, while appearing to be part of recreational gaming, carry features that mimic traditional gambling. The study found that young people involved in these practices were disproportionately represented among those experiencing both computer gaming and gambling problems.

Gambling participation and gender differences

The research also examined direct gambling behaviors and revealed notable differences between boys and girls. In the past year:

  • 18.8% of youth reported participating in gambling.
  • Among boys, this figure was 27.7%, whereas only 9.3% of girls reported gambling participation.

Loot box purchases demonstrated similar gender disparities, with 45% of boys and only 9% of girls engaging in this activity. These patterns suggest that boys are significantly more exposed to gaming practices associated with gambling risks.

Expert commentary on simulated gambling

Professor Ståle Pallesen highlighted the implications of the findings, stating:
“Through simulated gambling, young people are socialised into gambling, they learn the technical skills, but they learn a distorted reality where it is easy to win. It is clearly problematic when these young people get older and are exposed to other gambling games.”

This statement emphasizes that early exposure to gambling-like mechanisms in games can normalize risky behavior and create misleading expectations about winning. The study suggests that these simulated gambling experiences may act as gateways to traditional gambling in later adolescence and adulthood.

Atle Hamar, Director of the Lottery and Foundations Authority in Norway, added:
“It is serious that activities that mimic gambling, such as loot boxes and skin betting, are a gateway to gambling. We are very concerned that this could lead to more young people developing gambling problems. It is worrying that young people in this age group are playing these types of games as they are considered to have high addictive potential and therefore have an 18-year age limit.”

The official remarks underscore the potential long-term consequences of unregulated gaming practices, particularly when played by minors below the legal gambling age.

Identified risk factors

The study did not solely focus on gaming behaviors but also explored risk factors associated with both gaming and gambling problems. Among the factors identified were:

  • Experiences of bullying
  • Poor physical and mental health
  • Low life satisfaction and general wellbeing
  • Use of alcohol, tobacco, and energy drinks
  • Limited parental support or supervision

These risk factors suggest a complex interaction between personal, social, and environmental variables that may exacerbate vulnerability to addictive behaviors. Adolescents facing multiple risk factors were more likely to develop problematic gaming and gambling patterns, highlighting the need for multifaceted preventive strategies.

Prevalence of gaming and gambling problems

Overall, the study found that:

  • 7.1% of respondents met criteria for gambling problems
  • 15% exhibited signs of problematic computer gaming

While these percentages may appear modest, they represent a significant portion of Norwegian youth who are at risk of long-term harm. The higher prevalence of gaming problems compared to gambling problems also indicates that gaming activities may serve as an early indicator or precursor to gambling-related issues.

International context and regulatory concerns

These findings align with growing international concern regarding the potential harm of gaming-related gambling practices. In the United Kingdom, for example, a government investigation earlier this year called for stricter regulation of skin gambling to protect minors from gambling-related harm. Similar recommendations have been echoed by European and global researchers, emphasizing the need for regulation, transparency, and age restrictions in games that incorporate gambling-like elements.

Loot boxes, skins, and other in-game purchases are often marketed in ways that obscure their potential risks, creating a challenging environment for parents and regulators. The study reinforces calls for policy measures to limit access to such features for minors, introduce mandatory age verification systems, and educate young people and their families about the risks of gambling-like mechanics in digital gaming.

Implications for parents and educators

For parents and educators, the research offers practical guidance on how to mitigate the risks associated with gaming and gambling behaviors:

  • Monitoring gameplay: Understanding the types of games children are playing and whether they involve loot boxes or skin betting can help prevent exposure to gambling-like mechanics.
  • Open communication: Discussing the difference between gaming and gambling, the risks of losing money or valuable items, and the addictive potential of certain games can raise awareness.
  • Setting limits: Restricting spending on in-game purchases and encouraging balanced screen time may reduce the risk of gaming and gambling problems.
  • Supporting wellbeing: Addressing underlying issues such as bullying, mental health challenges, or substance use can decrease vulnerability to problematic behaviors.

By combining supervision, education, and support, parents and educators can play a key role in reducing gambling-related risks among youth.

Future research and policy directions

The Norwegian study adds to a growing body of research on the intersection of gaming and gambling. However, further studies are needed to explore longitudinal effects, cultural differences, and effective interventions. Areas for future research may include:

  • Long-term impact of loot boxes and skin betting on gambling behaviors in adulthood
  • Psychological mechanisms linking gaming to gambling, including reward sensitivity and risk-taking
  • Evaluation of regulatory measures and age verification systems in reducing gambling-related harm
  • Comparative studies across countries with different gaming and gambling regulations

Policymakers can use these insights to design evidence-based regulations that protect minors while allowing responsible gaming for adults.

Conclusion

The findings of the Norwegian study offer a clear warning: computer gaming activities such as loot boxes and skin betting are not without risk. With a significant proportion of young people engaging in these practices, there is an urgent need for increased awareness, supervision, and regulatory oversight. The intersection of gaming and gambling represents a complex challenge requiring coordinated action from families, educators, regulators, and the gaming industry.

By addressing these risks proactively, society can ensure that gaming remains a safe and enjoyable activity for young people, while minimizing the potential for gambling-related harm.

FAQs

What age group was studied in the Norwegian research?
The study surveyed Norwegian youth aged 12 to 17 in 2025.

What gaming activities are linked to gambling problems?
Purchasing loot boxes, buying skins, and participating in skin betting are associated with higher gambling risks.

How prevalent is gambling among boys compared to girls?
27.7% of boys reported gambling, compared to 9.3% of girls.

What percentage of youth showed gaming problems?
The study found that 15% of respondents exhibited problematic computer gaming.

Are loot boxes considered gambling by experts?
Experts argue that loot boxes mimic gambling by providing uncertain rewards, which can socialize young people into gambling behaviors.

What are common risk factors for gambling problems in youth?
Bullying, poor health, low life satisfaction, substance use, and limited parental support are key risk factors.

Why are regulators concerned about skin betting?
Skin betting has high addictive potential and can act as a gateway to real-money gambling among minors.

What measures can parents take to protect children?
Parents can monitor gameplay, discuss risks, limit spending, and support overall wellbeing.

Is there international concern about gaming-related gambling?
Yes, governments and researchers worldwide are calling for stricter regulations to protect minors from gambling harm.

What is the long-term risk of early exposure to gambling-like gaming?
Early exposure may normalize risky behaviors, creating distorted perceptions of winning and increasing the likelihood of future gambling problems.

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I like to keep it short. I am a writer who also knows how to rhyme his lines. I can write articles, edit them and also carve out some poetic lines from my mind. Education B.A. - English, Delhi University, India, Graduated 2017.